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Core concepts

Archetypes & Project Mastery.

An archetype is the safe starting shape of a collection. Project Mastery is how you grow past it — capabilities you unlock once, for your whole project, as its Toko Reputation grows.

Archetypes & growth~6 min readCreator-leaning

Two ideas work together. An archetype picks sensible defaults for the kind of thing you're making, so a new collection starts in a safe envelope. Project Mastery is the growth path: a capability tree you unlock over time, owned by your project rather than a single collection or a personal account.

Archetypes — your starting envelope

When you create a collection you choose an archetype. It sets the starting limits — supply shape, editions per item, and which rules are on by default — so you don't have to configure everything from a blank page.

The archetypes
Curated ArtHand-made one-of-ones.
Generated ArtLarge layered collections from the Generator.
Editioned ArtA few designs, many numbered editions.
Game ItemsFunctional items with state and mechanics.
Game CurrencyHigh-supply fungible-style tokens.
Access PassMembership / gated-access tokens.
CustomStart open and shape it yourself.
The archetype is chosen at creation and can't be switched afterwards. You don't change archetype to grow — you keep the same one and unlock more headroom through Project Mastery.
A floor, not a cage

Growth is upward-only: an archetype sets where you start, and unlocks raise the ceiling. Nothing you unlock can shrink a collection's promises after it's Live — it only ever adds headroom.

Project Mastery — the capability tree

Mastery lives on the project — not on one collection, and not on a personal account — so an unlock applies across all the project's collections. (Project-level on purpose: a team shares one standing, and a maxed-out account can't be sold to dodge fees.) Five branches, each with an end goal:

The five branches
Supplymore blueprints, more editions, larger collections → infinite supply
Rarityextend the Weighted ladder → Epic & Legendary tiers
Claim rulesclaim restrictions and on-claim rewards (the v2 half of collection defaults)
Sale ruleslimit transfers / limit sales → gift-only & soulbound
Mechanicsburn-on-interaction, and merge / craft — burn the originals, mint something new

You spend reputation on two things

Reputation is a spendable balance, not just a score. A project spends it on:

How you unlock — Toko Reputation

A project's Toko Reputation is the $TOKO it has burned. A capability unlocks once that total clears the threshold for the branch (and each rank within it) — bigger capabilities ask for more. Reputation grows two ways:

Earned, not rented

Reputation ties a project's reach to real activity — every sale burns a little $TOKO and advances it — rather than to how much anyone can temporarily lock up. You never need to buy $TOKO to grow; an active project earns its way up, and the project overview's Burn / Reputation tab shows the running total (earned vs bought, per vendor or over time).

How the two fit together

Pick an archetype for a safe, correct start. As your project is used, every claim burns a little $TOKO and your Toko Reputation grows; reach the threshold to unlock the branches you need — bigger supply, the rarer tiers, claim restrictions and rewards, soulbound/gift-only sale states, or crafting mechanics. The archetype keeps each new collection sane; Mastery decides how far it can go.

Related: Rarity (the tier ladder) · Vendors & revenue (collection defaults) · The Marketplace (sale rules).